Alstroemerias

an Arcane Dispensary Adjoining the Stars

“Hark, the bringer of stars and the magnificent abyss, whose realms of silence shatters eons and
unbinds all things!

What divinities shall the infinites conjure this day? What vastness strides forth from the many planes, across heavens thou hast yet to regard?

Speak to us, then, the song of gods and mere mortals! Sing to us of the arcane and unwise! Bathe us in the light of thy rituals unending, purified in that celestial academy most high!”

These are the words, gilt in gold and writ large, here upon Alstromerias' wall.

This mural most famed, of rotating luminescent nebulae; of galaxies immortal; stellar cosmologies unbound. Be it a map? Most assuredly! One to deliver you t’wards treasures and terrors across all time and space.

But beware, wise Traveller; ask of it too much, and the Maze of Dichondra awaits.

  • An arcane dispensary, housing a vast astral map upon one of its long, whitewashed interior walls.

    This star map has many unusual qualities. It undulates, rotates, and seems almost alive.

    Stolt Dichondra - Alstroemerias' proprietor - is uniquely attuned to this map, able to draw rare and powerful artefacts from it by uttering their true names.

    The insightful may also regard within the map many prophecies, divine portals, gateways, and passages through both time and space.

    Some gaze upon it with mere passing curiosity, whilst others find their attentions drawn for what feels like many years to the divine, astral refractions. Fewer still have tried to enter the star map without Dichondra's blessing, only to become trapped within a terrifying maze deep within the old Mage's mind.


    Connecting Alstroemerias to Your Campaign
    :
    Consider how your Players might find this arcane dispensary. Will they stumble upon it whilst exploring a large town or city? Perhaps they are in need of arcane assistance? Or are the Party looking to make allies of a skilled mage?


    The Party may also be searching for a way to travel great distances unbound by the usual restraints, and Dichondra holds the key to such passage; perhaps for a price, or in return for a favour.

    Remember : the ability to travel in such a way may greatly impact your campaign!

  • Use this section as a quick reference during play, or at the start of a Session to refresh your GM senses!

    Sights
    Clean, whitewashed walls

    One wall housing bookshelves boasting rare and ancient arcane tomes

    A large, mahogany butcher's block-like counter with a single quill and ink-bottle upon it

    The wall behind the counter given over to tiny, brass-handled apothecarist drawers filled with all manner of spell component

    Sounds
    Calm, gentle chiming and ticking of various arcane and mechanical astrological devices

    Slow leafing of enormous vellum pages

    Delicate tinkling of a tea-cup upon a saucer

    The chittering of a giant snail that sits upon a worn rug in one corner

    Smells
    Linseed & lavender

    Pipe tobacco

    Mint tea

    Old books & parchment

    Faint scent of coal & moss

  • Alstroemerias is a well respected trader of arcane goods, offering a great many wonders to suit all Adventuring budgets.

    The clientele are mostly of a rather singular sort; they come knowing precisely of what they seek. Many more may be seen entering, but ne'er departing.

    Old Dichondra's shop also attracts Adventuring types, keen to extract knowledge from the old mage, or to barter for items or transport via his magnificent star-map.

  • Stolt Dichondra accepts regular deliveries of stock, though no cart nor merchant is ever seen arriving at its doors.

    Rare and special orders, too, may be placed of a day, and be ready for collection within the hour, much to the surprise of the customer who may - quite rightly - have expected several weeks or months of expeditionary efforts to secure.

  • Alstroemerias is famed for its arcane tomes, and its exceptional selection of rare and wondrous magical items, all of which are - for the right price - available for purchase.

    For sale, too, are spell scrolls, components, foci, wands, orbs, potions, and more.

    Most of these items are extracted from the vast star-map, leaving much of the dispensary clear and uncluttered, allowing Dichondra to wander deep in thought across the cool flagstones of Alstroemerias.

  • Stolt Dichondra's apartments - modest, comfortable, and shabbily refined - are located directly above the dispensary, accessible via a spiral staircase drawn from the shop's ceiling by a muttered word.

    The old Mage might be persuaded to entertain lodgers - temporarily - should they offer tales and stories worthy of a long rest by an old wood-burning stove.

    In truth, Dichondra is exceptionally fond of company, although they would never dare to admit as much.

  • None can say quite how long Alstroemerias has been here, but all know that the Mage - though gentle in manner, and kind of heart - is not to be trifled with.

    The dispensary offers its owner various arcane protections, such as the shop interior's permanent "Zone of Truth" (quite clearly forewarned by a card pasted to the large, stained glass door, its proclamation in a bold, fanciful calligraphic hand).

    Dichondra is wisely careful with its application, not wishing to gain any advantage nor insight except for in moments of genuine concern or suspicion.

    Those who attempt to con or swindle the old Mage very quickly find themselves wandering an endless maze believed by some to be housed deep below the dispensary; others, however, whisper of it as though it were an aspect of Dichondra's own mind.

    There are no other staff; no barrow-folk nor stock-person, no sweeper, book-keeper, nor assistant, although the old Mage has - for some time - allowed a rather vagrant sort to live among the potting-sheds in the herb-garden.

    In one corner of the dispensary, too, sits Peezle; the giant snail. The creature is exceptionally popular during festival, when small children are offered rides upon its back.

    Peezle is rather spoiled by Dichondra, who talks to the creature very much as though it were an equal.

  • A great respect for arcane learning and application permeates all things, as too does the study of stars and their many avenues of exploration and transportation.

    Stolt Dichondra has made such studies their life's work.

    The old mage is also a well regarded member of their community. A kitchen garden at the back of the dispensary - home to many a rare herb - is frequently full of school children engaged in botanical studies.

    Dichondra has many customers from the slums from whom the Mage has never accepted a single coin.

  • This list is by no means exhaustive, and is intended simply to stir the pot of your own imagination.

    Use what follows as starting-points, or ignore them entirely in favour of your own Adventure Hooks!

    1 - A rival mage has hired the Party to learn the secrets of the Alstroemerias' star-map.

    2 - The Party need to travel some great distance, and have been led to believe that Dichondra can set the star-map to this task.

    3 - About to depart upon a perilous quest, the Party are in need of a number of rare components and items to aid them in their task.

    4 - Unbeknownst to the old Mage, various secrets and details of great significance have been hidden in Dichondra's mind-maze. The Party must locate them before it is too late.

    5 - A spate of poisonings in the local area reveal clues of rare and unusual herbs. Dichondra's expertise may be invaluable.

    6 - A merchant is adamant that Peezle belongs to them, but they are too afraid to approach Dichondra directly.

    7 - The real Dichondra is trapped within his own mind-maze. A concerned citizen has hired to Party to return him safely.

    8 - An exceptionally rare item has fallen into the hands of the Party; Dichondra may have answers regarding its origins and, potentially, its curse.

  • ROLL 1d20 for an ALSTROEMERIAS TRINKET

    1 - One tiny mote of star-dust that erupts into a deafening, ear-bleeding scream whenever it looked upon.

    2 - A pulsating glass orb that, once per day, allows its wielder to pause time for 1d4 + 1 seconds.

    3 - A small obsidian feather that, when shook, sends out a multi-dimensional vibration, the full effects of which have yet to be fully studied or understood.

    4 - A fist-sized crystal that glows various colours depending upon the time of day. Particularly useful when in subterranean environs.

    5 - A small wooden box with a mesmerisingly intricate lock. Showing such a device to a person may, once per day, magically bind them to attempting to unlock the box for 1d100 minutes.

    6 - A small leather pouch that seems able to fit one single item or object of seemingly any size within it for 1d6 hours.

    7 - A small wooden frog that, when cupped within one's hands, emits a song whose increase in volume points towards fresh water.

    8 - A short strip of dark leather that, when chewed, emits the taste of one's favourite foods or, indeed, any meal one can imagine.

    9 - A small bundle of coarse, bitter herbs that, when brewed, produce a tea that grants the drinker a short period (1d4 hours) of foresight.

    10 - Puffball seed-head of a Dandelion. Roll 1d6 for the number of times it takes to blow all the seeds from the seed-head. Anyone within 10 feet gains the same number of temporary hit-points as rolled.

    11 - A phial of Dawn-Dew. When used to wash the face, this single use item returns one spell slot of any level to the user.

    12 - A bundle of vibrantly coloured threads that, when tossed upon the floor, scrambles and rewinds 1d8 minutes, unspooling a new and alternate dimensional pocket within a 20 foot radius.

    13 - A small flip-book of tree leaves. When used, a voice emits from the book to tell the story of any woodland that one is standing in.

    14 - A glass phial stuffed with a lichen that emits a bright glow when within any form of magical darkness.

    15 - A pair of copper dowsing rods attuned for the location of mimics.

    16 - A spindly wooden branch that can be played as if it were a flute. The music from this strange instrument summons either bats or butterflies, depending on the time of day or night.

    17 - A dried, shrivelled sea-horse looking object that, when placed beneath the pillow when a person is at rest, emits dreams of foresight and knowing.

    18 - A plain wooden whisk that turns any basic batter into a delicious, baked cake within an instant.

    19 - A selection of cob-pipes that, when used, grant (once per day) a 1d6 +1 bonus to the smoker's next intelligence or wisdom check.

    20 - A magnifying glass of glistening star-shaped jewels. The user becomes keenly aware of the passing of time, and is able to read at a rate that vastly exceeds any usual speed.

  • Roll 1d8 for an Alstroemerias Encounter :

    1 - The star map is expelling unusual creatures into the surrounding streets.

    2 - Dichondra is locked into what appears to be a trance, repeatedly muttering seemingly random sets of words and/or numbers.

    3 - The books of Alstroemerias have quite suddenly, and all at once, gained sentience. Their demands are both amusing and alarming.

    4 - Peezle, the giant snail that lives in one corner of Alstroemerias, has birthed thousands of tiny clones.

    5 - Several disgruntled citizens have arrived, blaming Dichondra for all manner of inexplicable events and activities in their homes.

    6 - It is Dichondra’s birthday. Something they have no recollection of ever having celebrated or marked before.

    7 - Either the shop is shrinking, or the star-map is expanding. Dichondra is bewildered as to which. One thing they are quite certain of is that furniture is going missing at an alarming rate!

    8 - Dichondra has vanished. The only clue is a series of lines drawn in sand on the floor of the shop, seemingly depicting a maze-like structure.

Residents of Note:

Ancestries have not been allocated, allowing the GM to assign as appropriate.

  • Exceptionally tall, incomprehensibly old, their skin here and there dotted with scales, gemstones, glass-shards, feathers, and unusual metals. 

    Dichondra is an astute mage of exceptional knowledge and skill.

    Their movements are slow, yet purposeful. They take their time to carefully consider their words before answering any question, or offering advice. They often seem, however, to reveal a little less than the entire truth. 

    They are fond of mint-tea, cultivating many varieties of their own. 

    They are exceptionally fond of stories, and can recount many - though much prefer to listen to others tell their tales.

    Alstroemerias holds few clues of Stolt's long life; only a lone silver ring upon a mantel, and a small dresser of old clothes tailored for another.

  • A giant snail that lives in one corner of Alstroemerias.

    All manner of rumours surround the creature : a customer caught stealing and transformed by Dichondra; responsible for the old Mage's apparent immortality; the secret behind the star-maps arcane capabilities; and many more!

    Peezle is fond of cucumber, and dislikes most strangers.

  • A scraggly sort who lives in the herb-garden, somewhere amongst the potting shed and the broken wheelbarrow.

    Moundtuppit invents names for all the plants, invents their usages and contraindications, invents the names and stories of the slugs, the insects, and more besides.

    They are - for all of his muck-covered whimsy - the only individual alive to know the map of Dichondra's mind-maze, having been found wandering there by the old Mage.

  • A rather large, and exceptionally stubborn, horse, white with delicate grey flecks, occasionally to be found in the old stables behind Alstroemerias'.

    Boneyard's old cart is rather unique; though rickety and rather uncomfortable looking, it houses a number of secret latches and levers that unfold an interior of rather resplendent proportions.

    Old Dichondra is fond of lending Boneyard and its Cart to trusted friends, enabling them to travel far and wide with a great many attendant, arcane comforts at their disposal between each day upon their journeying.

  • An unusual horned creature that prowls and protects Dichondra's mind-maze.

    Many ancient stone tombs may be found here, all in Kazzan's likeness, each with an inscription informing the reader that within are housed many of Dichondra's long forgotten memories.

    Should your Party find themselves exploring Dichondra's Mind Maze, you may wish to roll 1d20 on the table of memories below:

    1 - Olfactory Recollections

    2 - Geography of Tovaelia

    3 - Books read before 1395

    4 - Early Childhood

    5 - Cricket

    6 - Desserts

    7 - Hystero Ravensyn

    8 - The Great & Mystical Mirrors of Haldorthan

    9 - Trees and Fauna of Olronoe

    10 - University

    11 - Vestrasian Languages

    12 - Pottery of the Southern Isles

    13 - Shoe Making & Needlecraft

    14 - Seismology; in practical relation to Dragonhood.

    15 - Romantic Interests, Successes, & Regrets,

    16 - Taxes pre. 1475

    17 - Billiards, a Winner's Guide

    18 - Country Fayres; their dates, gazettes and periodicals

    19 - Simple Magics to Impress Small Gatherings

    20 - Allanora Absey's Alarmingly Amazing Adventures

Albyon’s Final Notes for the GM
pull apart this location so fantastically strange,
toss aside all that irks to better rearrange
the unspooling inspirations, the pearls of our trade,
to stitch anew an Adventure, & a Quest freshly made,
t’wards a tale of your Party's own
Alstroemerias.

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